Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

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Post » Sat Aug 16, 2014 12:13 am

QuaziGNRLnose wrote:@fongka2

I stated instruction on how to allow your textures transparency to work, you need to enable "Transparency" while keeping the opacity at 100%, this should allow your pngs transparenchy to work. This is necessary so that the renderer understands it needs to apply special treatment to that particular material/texture etc. Transparency is supported but tricky, as it requires the rasterizer to do extra work maintaining sort and draw orders. there are alpha test, depth test and depth write settings you can modify to play with how transparency is handled for particular materials.

Well...problem solved thankyou!
here is my forward list :mrgreen:
1:Animation support
2:really 3D collision detection(Not 2D x,y)
3:Screen mouse XY <> Q3D world XY
4:faster update release
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Post » Mon Aug 18, 2014 6:03 am

TiAm wrote:Anybody done a fps demo yet? Maybe something based on quake? Or just original...really, anything would be neat to see.

i'M TRYING
But just feel this version/this plugin
IS NOT FOR FPS GAME
i guess this plugin is for you change your 2d game in 3d
What is this plugin for?(now) = game system basic on 2D,and set 2d item invisible,then use 3D to show those 2D item
But...QuaziGNRLnose Said next version will add more function like 3D collision detection
when you get 3D collision detection you can start to do some really 3D game
(Animation still a problem)
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Post » Tue Aug 19, 2014 1:03 am

@fongka2

I'm working on this plugin whenever i have free time to do so, but as the tiny tank demo proves a lot can already be done with it. You could very much make a quake style fps as things are now, although you'll have to program simple 3D collision detection yourself. Tiny Tank has 3D physics/collisions which were made using events so an fps should be very easy in comparison. Animation will likely come in the future, but again I update at the pace that i can. Read up on 3D collision detection, sphere-sphere collisions are incredibly easy to implement:

http://studiofreya.com/3d-math-and-phys ... -response/

The plugin is taking a long time because it implements more complicated collision primitives and uses a spatial hashing scheme to accelerate things, but for simple 3D collisions like you'd need for DOOM sphere-sphere aswell as constructs collision system should be very useful

Also, obtaining mouse coordinates in the 3D space is based on your camera position, field of view and your window size, as well as the plane you wish to project onto, it's not something that the plugin can't do, its something you must use math specific to your requirements to solve.
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Post » Tue Aug 19, 2014 3:09 am

QuaziGNRLnose wrote:@fongka2

I'm working on this plugin whenever i have free time to do so, but as the tiny tank demo proves a lot can already be done with it. You could very much make a quake style fps as things are now, although you'll have to program simple 3D collision detection yourself. Tiny Tank has 3D physics/collisions which were made using events so an fps should be very easy in comparison. Animation will likely come in the future, but again I update at the pace that i can. Read up on 3D collision detection, sphere-sphere collisions are incredibly easy to implement:

http://studiofreya.com/3d-math-and-phys ... -response/

The plugin is taking a long time because it implements more complicated collision primitives and uses a spatial hashing scheme to accelerate things, but for simple 3D collisions like you'd need for DOOM sphere-sphere aswell as constructs collision system should be very useful

Also, obtaining mouse coordinates in the 3D space is based on your camera position, field of view and your window size, as well as the plane you wish to project onto, it's not something that the plugin can't do, its something you must use math specific to your requirements to solve.

What i think is Answer the questions = useless
You should upload a 100% really FPS/TInyTank demo .CAPX here
Then i think no one will ask you question anymore
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Post » Tue Aug 19, 2014 4:22 am

@fongka2 Him posting a .CAPX would not help you if you can't follow his instructions and math examples already. Unlike most 2D components, 3D will not be so easy to copy-and-paste and it would be a real waste of his time making an FPS example when the plugin itself can be enhanced even more instead.

Unfortunately I don't have the time right now, but if you take a look at the Wolfenstein example for Construct Classic you'll see that it's entirely possible to do basic 3D collision using 2D objects and then rendering a 3D view.
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Tue Aug 19, 2014 4:27 am

Jayjay wrote:@fongka2 Him posting a .CAPX would not help you if you can't follow his instructions and math examples already. Unlike most 2D components, 3D will not be so easy to copy-and-paste and it would be a real waste of his time making an FPS example when the plugin itself can be enhanced even more instead.

Unfortunately I don't have the time right now, but if you take a look at the Wolfenstein example for Construct Classic you'll see that it's entirely possible to do basic 3D collision using 2D objects and then rendering a 3D view.

Yeah.but there are so many thing seems is [email protected] plugin
I don't believe you can make Tiny Tank by this version
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Post » Tue Aug 19, 2014 4:45 am

Hey I'm considering checking out this plug
Is it possible to apply C2 webgl 2d effects on the 3d rendered layer?
With the "inside" mode?

like a glow for example
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Post » Tue Aug 19, 2014 4:17 pm

@fongka2

if you don't believe it, you could always look at the html5 source which is not minified. Tiny Tank works with all the functions you're able to use. You will not be able to copy anything from Tiny Tank if you don't. Tiny tank is possible because i have experience using construct and writing Verlet physics engines in construct, I don't want to release the source because I don't want a million simple clones of a complicated game invariably appearing everywhere which are too time consuming to debug. This is the reason Ashley made the ghost shooter demo simple.

When i release the new version i'll work on an FPS example, but i'm not doing it before that because it's not something a novice will be able to easily follow. Consider looking at the Wolfenstein example jay jay was pointing you to for the time being.

@lemo

Yes using the inside mode you can apply what i'd describe as "full layer" effects to the 3D canvas. Obviously you can't apply effects to the individual objects within the layer, but i think you understand this by the nature of your question :)
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Post » Thu Aug 21, 2014 12:56 pm

I Believe in new version! 8-)
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Post » Thu Aug 21, 2014 8:57 pm

@QuaziGNRLnose

I am a little confused , is it using three.js r66 , r67 or r68
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